Monday, January 21, 2008

Five Technology Trends that Change Everything in Curriculum Design

Social Production
  • Production costs have gone to “0” in the digital age. Learners are now producers of content; not simply consumers of content.
  • Examples: blogs, wikis, podcasts, and video production systems
  • Social production technology provides learners with the opportunity to “learn to do.”
Social Networking
  • Social networks enable affinity groups that build learning.
  • Examples: Facebook, Ning, and eLGG
  • Social networking provides learners with identity building tools; the opportunity to “learn to be.”
The Semantic Web
  • Web 3.0 tools are emerging that make the Internet a powerful repository of knowledge.
  • Examples: Photosynth and ”friend of a friend” (FOAF) applications.
  • The semantic web provides learners with an increasing efficiency to acquire knowledge; the opportunity to “learn to know.”
Media Grids
  • Media grids create virtual worlds and 3D simulation environments
  • New technologies make virtual world processing inexpensive and practical.
  • Examples: SecondLife or MPK20 Wonderland (from Sun Microsystems)
  • 3D simulations and virtual worlds have the potential to permanently alter our sense of time and space in learning environments.
  • 3D simulations and virtual worlds amplify learners’ opportunities to “learn to do” and “learn to be.”
The “New Zoo” Metaphor for Knowledge Creation
  • Biology opens new windows on the world of information and knowledge creation.
  • Decoding the human genome is a significant development in our understanding of knowledge. The rate of new knowledge is on pace to grow at unheard of exponential rates.
  • The biology metaphor for knowledge creation amplifies learners’ opportunities to “learn to know.”

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